#region License
// /*
// Microsoft Public License (Ms-PL)
// MonoGame - Copyright © 2009 The MonoGame Team
// 
// All rights reserved.
// 
// This license governs use of the accompanying software. If you use the software, you accept this license. If you do not
// accept the license, do not use the software.
// 
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning here as under 
// U.S. copyright law.
// 
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
// 
// 2. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations in section 3, 
// each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in section 3, 
// each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution in the software or derivative works of the contribution in the software.
// 
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, 
// your patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution 
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including 
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object 
// code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the extent
// permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a particular
// purpose and non-infringement.
// */
#endregion License

#region Using clause
using System;
using System.Collections;
using System.Collections.Generic;

using Foundation;
using UIKit;
using GameKit;

using Microsoft.Xna.Framework.GamerServices;
#endregion Using clause

namespace Microsoft.Xna.Framework.Net
{

    [CLSCompliant(false)]
	public class MonoGameSessionDelegate : GKSessionDelegate
	{
		List<LocalNetworkGamer> gamerList;
		public override void PeerChangedState(GKSession session, string peerID, GKPeerConnectionState state)
		{
			LocalNetworkGamer lng = new LocalNetworkGamer();
			
			switch (state)
            {
				case GKPeerConnectionState.Available :
					break;
				case GKPeerConnectionState.Connected :			    
				    if ( !gamerList.Contains(lng) )
					{
						gamerList.Add(lng);
					}
					break;
				case GKPeerConnectionState.Connecting :
					break;
				case GKPeerConnectionState.Disconnected :
				    if ( gamerList.Contains(lng) )
					{
						gamerList.Remove(lng);
					}
					break;
				case GKPeerConnectionState.Unavailable :
					break;
			}
		}

		public override void PeerConnectionRequest(GKSession session, string peerID)
		{
#if DEBUG			
			Console.WriteLine( " Session : " + session.SessionID + " PeerID : " + peerID );
#endif
		}

		public override void PeerConnectionFailed(GKSession session, string peerID, NSError error)
		{
#if DEBUG			
			Console.WriteLine( " Session : " + session.SessionID + " PeerID : " + peerID +" PeerConnectionFailed : " + error );
#endif
		}

		public override void FailedWithError(GKSession session, NSError error)
		{
#if DEBUG
			Console.WriteLine( " Session : " + session.SessionID + " FailedWithError : " + error );
#endif
		}
	}
}
